diff --git a/src/p_enemy.c b/src/p_enemy.c index 2e99436da..0a3edc8bb 100644 --- a/src/p_enemy.c +++ b/src/p_enemy.c @@ -3329,18 +3329,18 @@ void A_SkullAttack(mobj_t *actor) actor->angle += (P_RandomChance(FRACUNIT/2)) ? ANGLE_90 : -ANGLE_90; else if (locvar1 == 3) { - statenum_t oldspawnstate = mobjinfo[MT_NULL].spawnstate; - UINT32 oldflags = mobjinfo[MT_NULL].flags; - fixed_t oldradius = mobjinfo[MT_NULL].radius; - fixed_t oldheight = mobjinfo[MT_NULL].height; + statenum_t oldspawnstate = mobjinfo[MT_RAY].spawnstate; + UINT32 oldflags = mobjinfo[MT_RAY].flags; + fixed_t oldradius = mobjinfo[MT_RAY].radius; + fixed_t oldheight = mobjinfo[MT_RAY].height; INT32 i, j; static INT32 k;/* static for (at least) GCC 9.1 weirdness */ angle_t testang = 0; - mobjinfo[MT_NULL].spawnstate = S_INVISIBLE; - mobjinfo[MT_NULL].flags = MF_NOGRAVITY|MF_NOTHINK|MF_NOCLIPTHING|MF_NOBLOCKMAP; - mobjinfo[MT_NULL].radius = mobjinfo[actor->type].radius; - mobjinfo[MT_NULL].height = mobjinfo[actor->type].height; + mobjinfo[MT_RAY].spawnstate = S_INVISIBLE; + mobjinfo[MT_RAY].flags = MF_NOGRAVITY|MF_NOTHINK|MF_NOCLIPTHING|MF_NOBLOCKMAP; + mobjinfo[MT_RAY].radius = mobjinfo[actor->type].radius; + mobjinfo[MT_RAY].height = mobjinfo[actor->type].height; if (P_RandomChance(FRACUNIT/2)) // port priority 1? { @@ -3384,10 +3384,10 @@ void A_SkullAttack(mobj_t *actor) #undef dostuff - mobjinfo[MT_NULL].spawnstate = oldspawnstate; - mobjinfo[MT_NULL].flags = oldflags; - mobjinfo[MT_NULL].radius = oldradius; - mobjinfo[MT_NULL].height = oldheight; + mobjinfo[MT_RAY].spawnstate = oldspawnstate; + mobjinfo[MT_RAY].flags = oldflags; + mobjinfo[MT_RAY].radius = oldradius; + mobjinfo[MT_RAY].height = oldheight; } an = actor->angle >> ANGLETOFINESHIFT; @@ -8276,7 +8276,7 @@ void A_Boss3ShockThink(mobj_t *actor) snew->angle = (actor->angle + snext->angle) >> 1; P_SetTarget(&snew->target, actor->target); snew->fuse = actor->fuse; - + P_SetScale(snew, actor->scale); snew->destscale = actor->destscale; snew->scalespeed = actor->scalespeed;